A part of my game's post-process render pipeline:
Downscale render to 25% size
Do some post-processing on the downscaled image
Pass both the image before step 1 and the image after step 2 into a GLSL fragment shader with effect.setTextureFromPostProcessOutput(...)
Fragment shader outputs the low-res processed image overlaid on top of the original high-res render
Problem: The final render is pixelated. I guess the initial downscale made it so the shader doesn't use the higher-res input texture as the "base resolution"? What's going on here? How do I properly set fragment shader input textures of different resolutions in a post-processes?